The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Happy to help out in any way .. my time is rather limited, but can offer a few hours a week.
Have strong C++ and .NET coding skills, as well as some project lead history, but to be honest, as my time is limited, im happy to simply help in any way thats feasable.
"Wherever wood floats, you will find the British" . Napoleon
I'm basically new here. Although I've lurked on and off since civII mpg came out, I had not stopped by for over a year when on a whim I happened to check in a day or so after the source code was released... I kept getting compelled to come back and now here I am volunteering.
SECTION:
Playtesting (SP, MP, PBEM...I have two machines on a home network and a cable modem)
Manual rewriting/reorganizing,
some code documenting or small projects (but my C++ skills are very novice),
game music
COMPILER:
VC++ 6.0, yes with access; but no with much useful knowlege of how to use it.
BACKGROUND:
Own and have played civIImpg, civIII, CTP1, and CTP2. But I had not touched CTP2 since about 5 or 6 months after it came out, too many annoyances. But this project seems like a truly magnificent possibility and I reinstalled the game (installed it for the first time on my new machine), the .11 patch, and the playtest files.
While I don't have any professional experience in any aspect of game design, I believe I have an acute sense of the philosophy of good game play/design. I have a hobbyist's experience making computer music and sound design, and I play bass in a band that plays gigs for money.
I just finished my first semester back at school studying for a second (dual) degree in CS and Math this time. As time goes by, my ability to be useful in the actual coding part of the project should improve. Regardless, I am very interested in this opportunity to closely examine and understand the code and structure of this game.
AVAILABILITY:
As I am a student again, I will have the usual fluctuating workload during semesters, but should be able to average 3 or 4 hours a week, and guarantee at least one PBEM turn every day.
CONTACT: bumblebeaver@caulks.net (spaminator: the domain is actually spelled like baseball's red SOX, I would have used the rooster name instead of the construction goo but then it would look like a porn address.)
COMMENTS:
I've played about 400 turns of a SP game since I installed the playtest. The two main reasons I stopped playing are still there, the AI won't leave after agreeing to leave in a treaty, and the lack of a quick exhaust button to get rid of the rest of a unit's movement points for the turn, so you can easily choose to let a unit or stack stand still for the turn without putting it on sentinal or fortify. Certainly the AI not leaving is a bug, but this other concern might easily be considered to be beyond the scope of just a bug fix.
I have some things to report about the Neptun map I'm playing on. Is there a thread for playtest reports?
In the future, I would love to work on ways to get the game music to respond to game events algorithmically. I also think it would be cool if there could be a pool of say 60 AI personalities that could end up being leaders in any given game. Kind of like how Railroad Tycoon 2 had some guys that built or ran poor railroads, but would kill you in the stock market, some of these AIs might make games too easy by helping too much or fighting other AIs while you are winning, but others might be very capable of taking you out every time if you don't get help...(difficulty levels could adjust the ratio of easy/ruthless AIs in the mix.)
'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.
Bush's Republican=Neo-con for all intent and purpose. be afraid.
i'll be programmer apprentice. i know C. (i should have studied for a mechanic). i have some cool ideas though, just trying to get the game to compile...
AREA OF INTEREST: General & special interest in the AI
BACKGROUND: My area of expertise is database administration... although thats become, by nature of the beast, a programming, design and web/lan admin job. I'm a bit of a hack when it comes to programming, although I've been doing it for a while, so I'm a skilled hack Typically my experience is in front-end-data-driven apps... and a bit of client-server and client-middleware-server too. I've touched on DirextX too, in my time.
AVAILABILITY: Variable, although pretty frequent, at the present.
Hello,
Better Late than never, sorry but I just stumbled onto this. This is just what I always wanted to get involved with.
SECTION:
Game play. Coding…..
COMPILER:
VC++ 6.0, LINUX (RedHat).
BACKGROUND:
I have 25 years experience in professional digital design and software engineering (Mostly UNIX, LINUX and embedded systems). Most of it using C/C++ and Java? Quite a bit of it has been as a Systems Engineer but in the last three years I have gotten back into software engineering.
The down side is that very little of my professional experience is in the Windoz environment.
AVAILABILITY:
Pretty much daily between 2300Z – 0400Z, Saturdays: 1600Z – 0400Z, Sundays: 2000Z – 0400Z.
Most of what we are looking at in the project, is the game state and AI stuff rather than graphics or windows API stuff particularly... and where we'd like to extend the graphics, the developers have been so kind as to have an abstracted user interface system.
So.. the more the merrier.
I'd suggest Windows98 and Visual Studio6 to work in... seems to be the most successful solution.
Comment